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Ultima VII Part II: Serpent Isle

  • Released on May 15, 1993
  • By Origin for PC
10

Ultima VII Part II: Serpent Isle review
Ultima VII: Part II- The Serpent Isle

The good:

Deep Story line, memorable characters, great dialogue, interactivity and integration with contextual storyline allows one to be immersed in the story. You will enjoy the company of some, vomit in disgust at others and enjoy killing bad characters with ever growing rightiousness. You feel frustration at being unable to save others and radiate contempt towards surviving evil. The humor sprinkled throughout the dialogue and content makes you laugh. While you may wander about the massive map and distract yourself from various quests and missions, side quests and missions remain readily available for exploration. Despite it's limited size and sizeable memory footprint, the game engine was robust, delightful and the user interface was intuitive and forgiving.

The bad:

Far too short in duration, the voodoo (proprietary)memory manager forced the user to configure the system according to it's dictates.

Summary:

Absolutely the best game I ever played over the past few decades [including chess]. The first time, I played the game, I attempted to solve it all in one sitting. After 32 hours, of which 30 hours I spent in Knights' Test dungeon until I discovered "Wall" was passable while "wall" wasn't. Preconcieved notions blocked my mental processes considerably. Then abstracts such as ethicality, tolerance, enthusiasm, love, logic and disipline became more and more defined and concrete.

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